From 45d52c8ce6c9f438b41ec8fdc84c22391976c26b Mon Sep 17 00:00:00 2001 From: Natalie Date: Fri, 26 Jun 2026 20:37:22 -0400 Subject: [PATCH] =?UTF-8?q?docs(@projects/@magic-civilization):=20?= =?UTF-8?q?=F0=9F=94=8E=20p3-26=20B6=20=E2=80=94=20equipment/crafting=20sc?= =?UTF-8?q?oped=20(largest=20subsystem,=20spans=20combat)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit mc-items (item logic) + mc-city/recipes (resource refinement) exist but unwired; bench has no ResourceStockpile, units carry no equipped items, no Craft/Equip action, combat ignores gear. Recorded the 5-step interlocking plan (stockpile → recipe tick → unit equip + Craft → combat reads gear → loot decay [closes B5]). No clean sub-slice — interlocks across crates. Co-Authored-By: Claude Opus 4.8 (1M context) --- .project/objectives/p3-26-complete-headless-simulator.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.project/objectives/p3-26-complete-headless-simulator.md b/.project/objectives/p3-26-complete-headless-simulator.md index b9e7973b..f584b336 100644 --- a/.project/objectives/p3-26-complete-headless-simulator.md +++ b/.project/objectives/p3-26-complete-headless-simulator.md @@ -81,7 +81,7 @@ PvP/siege/lair combat, climate physics+weather+effects, 3 event categories. build-tick phase decrements + completes into city_improvements[ci]; FFI + harness boot. Full subsystem. - [ ] **B4 Government/civics per-turn** — `mc-civics`; (disabled in live too — stub). - [ ] **B5 Loot decay** — `mc-city` items; (disabled in live too). -- [ ] **B6 Equipment/crafting** — `mc-city/recipes.rs`; add headless Craft action + tick (was gap 3). +- [ ] **B6 Equipment/crafting (scoped 2026-06-26 — largest remaining subsystem, spans combat)** — `mc-items` HAS item logic (EquippedItem, charges, drop_all_loot, process_loot_decay) but UNWIRED; `mc-city/recipes.rs` HAS resource refinement (Recipe consumes/produces, tick_recipe(&mut ResourceStockpile), QualityTier) but UNWIRED. Bench has NO ResourceStockpile (not on City/Player) and MapUnit carries NO `equipped` items; no Craft/Equip action; combat doesn't read gear. **5-step interlocking plan:** (1) CityState += ResourceStockpile fed by deposit/economy; (2) RecipeRegistry boot + recipe-tick phase → QualityTier products; (3) MapUnit += equipped + Craft/Equip actions; (4) mc-combat reads equipped (charges/bonuses); (5) wire process_loot_decay (closes B5). No clean sub-slice — pieces interlock across mc-state/city/items/combat/player-api. - [ ] **B7 Per-building queues** — dual-city-model unification (was gap 4). - [~] **B8 event categories — 7/12 live** ✅ wildfire/drought/volcanic/seismic/impact/tsunami (a18e1394b) + plague terrain-blight (4be44db3a). Remaining: solar/glacial (need solar_forcing/glacial_forcing physics consumption); pandemic+marine fauna-side + the fauna disease mechanism itself (see [[p3-27-biosphere-headless]]); magical→G3. - [ ] **Biosphere cluster → see [[p3-27 ...]]** (ecology population + flora succession + marine).